TRIDACNA - Forsaken FTL Colony Ship

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Fendorin
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TRIDACNA - Forsaken FTL Colony Ship

Post by Fendorin »

i just make a little ship for Tricadna forsaken colonize (and sujet of escort?)ship .

for my idée "create multitude ship for diversify univers"

(can be if it are not perfect)

i hope is english.Image
Image
Image[/img]
Dawe
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Post by Dawe »

looking great! a new big civilian ship would be an excellent addidtion to VS! The only thing that seemed strange are the enginges on the last shot, they look a bit misplaced from the back... Anyway i'm in no position to judge i'm no modeller.

Great job keep it up!
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Post by mortaneous »

Central spine looks a little thin.. that's probably why the engines look funny from the rear-view, it's like they're hanging because you can't tell that the spine connects to the center of them. And for the amount of thrust, that connection looks a little flimsy too, especially from the top view.
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Post by Kangaroo »

It requires splitting smoothing groups. See here: http://vegastrike.sourceforge.net/wiki/ ... oth_Groups

Otherwise I can't critique it, since I don't know much about VS factions.
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Post by Oblivion »

Needs a GLow Map, but otherwise its GREAT, fits Vega STrike nocely. also some weird shading in the engines modules.
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Fendorin
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Post by Fendorin »

Hello

i updating this unarmed model :
need bfxm and stats but i m not sure is some player want buy this (relatively) expensiv ship maybe just put the OX stats or something similar
for the size i thought : not so far too a big unit like Watson:

for Download the updating model:
DivShare File - TRIDACNAV2.zip

after working the map i have that in Blender:
Image
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Post by charlieg »

Looks stunning Fendorin.
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Fendorin
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Post by Fendorin »

Thank you Charlieg
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Post by AzarWolf »

cool! what's it look like top down, profile and from the rear?
If only I could stop and ask for directions...
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Post by pyramid »

The updated model is now committed to svn. Would be great to have a LoD and shield mesh as well as the frontend (screen shots, wallpaper, external page).
Fendorin
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Post by Fendorin »

The updated model is now committed to svn. Would be great to have a LoD and shield mesh as well as the frontend (screen shots, wallpaper, external page).

but how to for LoD?
it s mean remake the mesh without details ??
and a tiny map?

and now what is the lod level?

Lod1=512 Vertices? +246 map
LoD2=1024 Vertices?+512 map
LoD3=2048 Vertices?+1024 map
LoD4=4096 vertices?+ 2048 map
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Post by rivalin »

here's the wallpaper, spent ages messing around with the lighting trying to get it right, but the improvement over a simple 1 light setup is probably imperceptible anyway :x

Image
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Post by pyramid »

Great that you have put it into the gallery, too.
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Post by Deus Siddis »

Fendorin wrote:but how to for LoD?
it s mean remake the mesh without details ??
and a tiny map?

and now what is the lod level?

Lod1=512 Vertices? +246 map
LoD2=1024 Vertices?+512 map
LoD3=2048 Vertices?+1024 map
LoD4=4096 vertices?+ 2048 map
Well I thought mipmapping took care of different map sizes, but scaling down maps in half manually is easy anyway.

Making lower LOD meshes can require more skill though, because you have to reduce the number of polygons in your mesh and then unwrap it again to fill in the holes without changing you UVs so that the texture wraps around your lower LOD in a obviously different way.

Fortunately, what you can do in blender is "Pin" the UVs down so that they don't move, before doing the second unwrap.
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Post by Fendorin »

DivShare File - TRIDACNA-shield.obj


the shield mesh in obj.

Pyramid:

Hmmm..i look the 3d to do list you ask me to make a HUD picture it is in the package i post up? no?

and no subunit is a colonization vessel and i hope the forsaken is smart for use this ship in controlled and quite safe space!

Maybe a deck you can see a little door in the front of the "barber"
in front of the "block" on the barber
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Post by pyramid »

Very good to have the shield, too.
Fendorin wrote:Hmmm..i look the 3d to do list you ask me to make a HUD picture it is in the package i post up? no?
Actually you can see my name after the ASSIGNED status. Means it's for me to make a new hud image. Mirroring the existing one will bug the perspective.
The reason is that the cockpit has only 2d correspondence of an octet of shield faces, and to make it represent better the direction the ship should be turned with the front to bottom-left. See this topic for discussion.

Also subunits are not really required.
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Post by pyramid »

Tried to put the shield in-game, but it seems there is a sizing problem, similar to the one on the Knight interceptor, just the shield mesh is way larger than the Tridacna. See image for effect.
Are you by any chance applying any factor when exporting the mesh to bfxm?

Anybody knows if there is a reliable way to scale the shield exactly to vessel size (blender/wings3d/units.csv)?
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Post by Fendorin »

i will give you the blend. files
:

DivShare File - TRIDACNAV3.zip

and i put a shininess map
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Post by Fendorin »

The normal map is bad for this ship it should to be a Bump map for be better
i m apologize i did all for loose your time.

because this ship is over symetrical and multiplied object

i made a mistake too and when you do a render in blender the same pattern near the seams have a opposite light reflexion but is not so visible

i check again but for this kind of size shipe the effect is not so visible maybe you will never see it!

who knows?
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Post by pyramid »

No apologies required.

The blender file proved to be a better choice than the obj files. Now the ship including shield mesh is committed. I have also seen that the diffuse map was updated. The shininess map is currently not used by the engine.
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